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On 27th may 2014,Ubisoft is launching a new franchise called Watch_dogs which was going to release on,November 19,2013 but was delayed.This game has great potential viewing the event of 2013.Headline news stories such as Snowden's NSA leaks and the George Zimmerman trial, not to mention the tenth anniversary of the Eastern Seaboard blackout that inspired the game in the first place, have shown the game's themes of surveillance, vigilantism, and the increasing complexity of our urban lives to be quite relevant

At FanExpo Toronto last year, Ubisoft showed off the open-world gameplay available in Watch_Dogs. Although the game has structured missions, players can also get lost in the city of Chicago, using protagonist Aiden Pearce's skills to explore, make money, and fight crime. Our presenters began in a low-income district of the city of Chicago, where the game is set.Almost enything in the city from cellphone to drawbridges anything connected to the ctos can be hacked and used for your own purpose.

Before Aiden could do very much in the demo, he needed to gain access to the district's ctOS system. The ctOS (Central Operating System) is a fictional computer system that has been set up to make life in the city more appealing. It helps control traffic, prevent crime, and provide all citizens with access to the online world. Basically, all the city's systems have been conglomerated into the ctOS, and Aiden is a hacker who is able to infiltrate and control it.

The demonstrator showed off Aiden's stealth and combat skills as he sneaked into the district’s ctOS depot. It was heavily guarded, but Aiden could use his hacking skills to open the building's security fence, sneaking in the back way. He placed a remote detonation device behind a truck, then climbed to the top of a building, turned it on to lure a guard in its direction, and then set it off. This removed a guard but also alerted the others to a hostile presence. Aiden used his arsenal of guns to take out the others while also hacking into the building's system, raising up some barriers to use as cover.

Aiden connected to the ctOS, gaining the ability to hack into communications in the district. He was able to listen in on anybody's cell phone conversations as well as see the basic ctOS profile of any citizen he passed. One particular phone conversation triggered a “crime probability” warning in the ctOS, and Aiden decided to follow that lead and see if he wanted to intervene.

In this case, Aiden stopped a thug from beating up a citizen, then chased the perpetrator on foot and in a car and gunned him down on the freeway. Aiden received an overall positive reputation rating for intervening in this particular crime, though he lost a bit of respect for “unwarranted violence.” This reputation system influences how the public and the media view Aiden, which we were told has important implications for the game.

As a vigilante, Aiden is all over the news. A story about him popped up while our demonstrator was buying ammunition at a gun store, which caused the owner to freak out and press the alarm. This set off an extended chase scene in which our demonstrator stole several vehicles while trying to evade the police. Dodging the heat without hitting pedestrians looks challenging, as even our seasoned demonstrator clipped a couple of buildings in order to avoid vehicular manslaughter. Of course, Aiden has the option to mow down civilians, but there will be consequences for that kind of action.

In addition to simply fleeing the police, Aiden hacked their own systems to throw up roadblocks against his pursuers, a parking-garage door to hide in, and, at the end, a drawbridge, allowing him to do the classic motorcycle bridge-jump. Even with all these tools at his disposal, it was difficult for Aiden to shake the system once it had his scent. There's a definite argument for stealth and caution here.

What I like best about Watch_Dogs is that it's neither a post-apocalyptic nor a dystopian-future scenario. Its alternate contemporary setting feels quite plausible considering the direction that technology is going, and the game's action takes place in a fully living and breathing metropolis. It doesn't hurt that the city looks fantastic on the game's lead platforms (PC, Xbox One, and PlayStation 4). Anybody who knows Chicago will be particularly pleased with how Watch_Dogs has replicated and interpreted this great American city.

Continuing with the game's unique premise, the ctOS doesn't seem to be a secret plot by a bad guy who wants to take over the world. Instead, it's a well-meaning public works project that has generally enhanced people's lives. Just as identity thieves and government officials alike have been shown to misuse our modern, interconnected information systems, the ctOS can be abused by people on both sides of the law. Tom Clancy's The Division may show what could happen if our modern urban systems broke down, but Watch_Dogs shows something more insidious: what some people could have the power to do to these systems even when they're working as intended.

It was nice to see Watch_Dogs in action and confirm that the experience of playing the game is aligned with the lofty themes behind its development. It asks its players to decide what they would do when armed with power over a living city, creating an experience that looks both entertaining and thought provoking. The game as I saw it was gorgeous, unique, and challenging. I believe it has the potential to be one of 2013's best titles, and I’m looking forward to the opportunity to indulge my own vigilante fantasies in Chicago.

During my 59 hours of Dark Souls 2, I died 226 times. I know this courtesy of a worldwide death counter. But every time I took an axe to the face, or got murdered by somersaulting zombies, or mistakenly cartwheeled off a cliff, I learned something of value: that patience, as always, yields the greatest rewards. That bipedal hippos are really fucking deadly. That circle-strafing is not a one-size-fits-all tactic. But most importantly, that death is a great teacher.

Like Dark Souls and Demon's Souls before it, Dark Souls II is not just a fantasy role-playing adventure, but a cloud that hangs heavy over your head whenever you so much as think about it. These modern classics developed by From Software have rightfully earned a reputation for being brutally difficult, but their beauty is derived not solely from difficulty, but also from dread. Dark Souls II is not a survival horror game in the normal sense, but few games can make you this afraid to peer around the corner, while simultaneously curious as to what awaits you there. Death is so very beautiful in this game, for it comes at the hands of amazing beasts and warmongers: hulking armored knights, shimmering otherworldly invaders, and tendrils that rise out of black pools of poison. Sure, each death punctures your heart, but one of Dark Souls II's many gruesome pleasures is discovering new ways to die.As a newly branded undead in the kingdom of Drangleic, your goal is simple: gather as many souls as possible in the hopes of breaking your curse. In practice, this means exploring every bit of the vast world and fighting its many enemies and bosses. This process is a battle of inches, as enemy encounters are frequent and difficult, and the setting itself is no less threatening. Learning the attack patterns of foes, the locations of cleverly hidden traps, whether or not that gaping hole in the ground leads to treasure or will simply kill you should you step in it--all of this is accomplished through trial and error.

This difficult-by-necessity methodology, which rewards players for patience and internalizing lessons learned from past mistakes, is the crux of Dark Souls 2. It's a game that has no interest in hand-holding, instead opting to push you into the wild with little more than a butter knife and tasking you with figuring things out for yourself. Your heart will pound once you've stockpiled thousands of precious souls, a crucial form of currency, knowing that if you can just get a little bit further, you might find a temporary zone of safety. Or maybe you'll die and lose everything you've worked so hard to get--but next time, you'll know better. The adrenaline rush and sense of elation and empowerment you get from overcoming a particularly difficult enemy or obstacle is something no other series has replicated to this degree.The eerie blackness is front and center as you start up the game and enter the mysterious abode in front of you. Three old crones await you inside and ask you to customize your character and choose a class before venturing into the unknown. Like most of Dark Souls II's characters, these women offer vague advice and refer to events and concepts without filling in the details. The anxiety mounts as you weave in and out of the nearby caverns that fill you in on the basics of movement and combat. This area may teach you the fundamentals, but it also raises a number of questions. What are those odd voices you hear when you stand near the bird's nest that rests on a narrow ledge? What is the significance of the flame sconces scattered about that you are meant to set alight? How do you survive encounters with the monstrous ogres on the beach below that squish you like a measly bug when you draw near?

This introduction is not as soul crushing as the original Dark Souls' opening, but that's just fine, for Dark Souls II offers you an early taste of hope, a feeling that was quite rare in its predecessors. That hope arrives by way of Majula, a gorgeous oasis that's as close to a home as you will find in the game. My first glimpse of Majula was a revelation. As I emerged from the nearby shadows, the glowing sun blinded me, and I stood in awe of the world opening up before me. Whenever the bleakness of Drangleic at large overwhelmed me, I was glad to return to this hub for an emotional refresh.

Instead, Dark Souls II trusts you. As in its predecessors, there are no waypoints, and there is no quest log. Instead, you simply head out into Drangleic seeking to light primal bonfires and thus restore some dignity to this decrepit land. The only way to defeat the defiant creatures that guard the bonfires, however, is to grow stronger by murdering enemies and collecting their souls, which you then spend on new levels, new armor, and other trinkets that strengthen your resolve in battle. If you've played the earlier Souls games, you should take to the combat quickly. You feel each swing of your axe, each stab with your spear, and each fireball you lob. Timing is key: every action leaves you vulnerable, so you must pay close attention to the rhythm of your enemies' attacks and strike at the opportune moment. Managing your stamina is also vital to success. Every attack you launch uses up stamina, as does successfully blocking an attack. You can't simply flail about with abandon; this is not that kind of game, and not taking care during every encounter will get you killed.

One of the Souls' series most defining features is its intimidating boss encounters, of which Dark Souls 2 has many. Going toe-to-toe with these powerful foes provides a familiar rush of adrenaline, and beating them often results in an overwhelming sense of achievement. There are some on par with Dark Souls' more iconic foes, such as Ornstein & Smough, or Sif, the Great Grey Wolf (soon we'll be mentioning The Last Giant and The Rotten in the same breath), but a handful are just tall-ish dudes in bulky armor. These more underwhelming encounters are mechanically challenging, but lack scale or eccentricity.Not that you shouldn't expect death. Dark Souls II is built around your repeated demise. When that inevitable moment comes, you drop all the souls you were carrying and must retrieve them if you don't want to lose them permanently. You get only one chance to get them back, for dying before you reach them eliminates them from the world forever. Of course, this mechanic is nothing new: it's the same concept that powered both Demon's Souls and Dark Souls, after all. But just as Dark Souls represented a structural change over Demon's Souls, so too does Dark Souls II over its predecessor.

That's really what Dark Souls 2 is about--it takes everything that made the original so great, but expands on them in its own unique ways. Sure, not every single boss fight will impress, and you might be resistant to the world's hub-like structure, but these are minor notes in an otherwise phenomenal journey. Dark Souls 2 is an incredible game, one that demands alert play and rewards perseverance. You will die many times in many ways, but push on and you'll find this to be an excellent sequel that not only captures the essence of the original, but is a memorable experience in its own right.

THE GOOD

+Fantastic sense of discovery

+Lots of tweaks to the Dark Souls formula that make exploration and combat consistently rewarding

+Online features make the adventure even more unpredictable

+Tons of cool, creepy, challenging bosses

+Gives you minimal guidance and trusts you to triumph on your own terms

THE BAD

-Gameplay can be sometime frustating and by frustating I mean smash-your-controller-in-the-screen-and-stab-someone-repeatedly frustating.

-Not much of a storyline gameplay based on you getting you souls back after dying(Which you do half of the game).

This month of october there has been a very unusual release.Despite having never glanced in the pc's direction until last month.Namco Bandai games have decided to roll out the third core title of their their highly succeful series of Naruto on PC platform.Naruto Shippuden: Ultimate Ninja Storm 3 full burst is the best naruto action-adventure,Fighting and Role-playing game on popular platform like PS3,X-box 360 and now on PC.Besides the main storyline,which is quite awesome there is pretty much many things to do.There are many quest to complete other than the main storyline,there are many collectibles which gives you power up,many blueprints to collect which can be used to make diffrent types of items or weapons.However,with so many characters the story is all but impossible to follow without intimate knowledge of prior events.The primary ultimate adventure offers so little gameplay that it feel like you are watching a movie(a very long movie).It feels as though developer CyberConnect2's plan was to create a condensed edition of the anime in which fight scenes are playable.This leads to an experience that features such haphazard and irregular pacing that your principal cause for intrigue rests in trying to work out just how long it's going to be before the game asks you to pick up the controller again--and even when you do, the core combat is a shallow, button mashing affair that requires little in the way of skill.

Other than then the Ultimate story mode this game offers two more mode the online battle and free battle in which you can fight with com vs player or Player Vs Player.You can also fight challenges and 8 player tournament .

Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst is perhaps the most extreme example yet of Namco Bandai's attempt to appeal to the converted and only to the converted. Here's a game not simply for any old Naruto fan, but for Naruto fans who are completely up to date with the story and characters as they currently exist in the anime/manga episodes and are seeking a new way of experiencing previously explored plotlines. If you're not up to date, then not only are you going to struggle enormously with the story as depicted in the game's early stages, but you're going to ruin what you've not yet seen of the TV series. Unfortunately, due to gameplay that is as unwieldy and bloated as its title, Full Burst is not an acceptable way to get yourself up to date with this franchise.

No one can doubt the ambition of Total War: Rome II. Not only is it the long-awaited sequel to a beloved game, but also it's the biggest and boldest Total War to date.

Ambition is a double-edged sword, though. While Total War fans will get their fix in Rome II, it's hard not to notice that the game feels rushed in some ways, as though the creators tried to cram in more material than they had time to polish. The folks at Creative Assembly promise regular patches and updates, so one is inclined to cut them a little slack--but Rome II isn't a great game as it exists right now. It's merely a very good game that needs a fair amount of work.

If you've never played a Total War game before, you'll quickly learn that the franchise is not for weekend warriors. These games have an intricate web of gameplay systems--most prominently, they combine turn-based faction-building with real-time battles. In other words, you have to build a civilization, organize its cities, keep the people happy, raise armies, and then lead those armies as they fight battles. On top of that, there are RPG elements--your units and armies gain experience and skills over time, and you progress along tech trees. There's even some of the family-based political intrigue you'd find in a Paradox Interactive game.

Basically, if you just want to lay siege to a few enemy territories and watch the blood fly, this isn't the game for you. This is a game for people who are willing to deal with minutiae on a regular basis while preparing for the epic moments. Some basic historical knowledge also helps to give the game context--and if you want to learn more about events as they unfold in the game, there's an encyclopedia that can fill you in on how everything happened in real life.

More Special Features...

To be fair, Rome II does make room for people who don't want to handle all of this at once. If you prefer turn-based gameplay, you can auto-resolve the battles instead of fighting them out by hand. And if battle is really your thing, you can create custom matches or skirmish against human opponents online, and skip all the fiddly Civilization-style bits. But if you want to truly experience the various faction campaigns that Rome II has to offer, you need to do everything, from setting tax rates to changing units' formations in the middle of battle.

All of this is laid out in a prologue that takes several hours to complete. Playing as Rome in the third century B.C., you command troops as they defend their allies--and proceed to raise more armies, defend yourself, and attack rivals. By the time it's over, newcomers will have a halfway workable grasp of this game's mechanics, though everyone, newcomers and vets alike, will also have a whole lot to learn.

Speaking of vets, they’ll immediately see that Rome II doesn't reinvent the wheel. If you've played other, recent Total War titles (such as Shogun 2), you'll feel right at home. But the game has also evolved in a variety of ways, many of them for the better.

One of the best additions is a "tactical view," a simple screen on which you can see an entire battle at once without the distraction of realistic graphics. Creative Assembly has also improved water warfare--units now move seamlessly from water to land. A "true line-of-sight" mechanic makes it easier to create ambushes without being seen. There are even economic and cultural routes to victory, for those who think that strategy games are too action-fueled and exciting, I guess.

Other elements have been streamlined to keep the gameplay from becoming boring or repetitive. Regions have been grouped into "provinces" of several regions apiece, so you can manage a large area rather than micromanage each region within it. And now there are limits to the number of buildings and armies you can create--which does tamp down on the series' notorious monotony, but will also irritate players who don't appreciate artificial constraints.

After the prologue, there are nine different faction campaigns to choose from--and those who pre-order or buy the Greek States DLC have three more (though these are more difficult). Each experience is a bit different; there are varying stories, starting territories, historical personalities, tech trees, and even battle units. The Barbarians, for example, have poor agricultural skills but high battle morale.

These campaigns are incredibly impressive. Creative Assembly has woven an elaborate history together with delicately balanced gameplay. The more you play, the more complex your understanding of the game becomes. But the game also suffers from a number of serious issues, most of them technical.

The biggest problem I noticed was slowdown during the real-time battles, even when I had the graphics settings turned way down. This game looks terrific with its new graphics engine--but frankly, I'd rather have simpler visuals and a consistent framerate. It's incredibly distracting to watch the entire screen transition from fluid motion to awkward stuttering, especially when it happens as often as it does here.

I noticed smaller things as well. At one point in the prologue, I won a battle, only to have the computer make me fight it twice more; I had to start over to get past it. And glitches are rampant--most are insignificant, but if you take a close look around any battle scene, you'll probably see some very strange things, and sometimes there can be problems with selecting and de-selecting the units you're trying to command.

One of the few non-technical issues I noticed is that the campaigns’ pacing can be hit-or-miss. Even with the steps that have been taken to streamline the gameplay, it's not uncommon to spend a lot of time micromanaging things you don't really care about. Of course, with Total War, micromanagement is kind of the point--it just sometimes feels like things could be sped along a bit.

As I mentioned earlier, there's a good chance that a lot of this will be fixed soon. Creative Assembly has promised regular updates, including not just bug squashing, but also free and paid DLC. The company has a reputation to uphold, and I'm inclined to think these problems will be addressed, even if it looks unprofessional for them to be present at the game's release.

Taking the Assassin creed Idea and applying it to the Golden-era of pirates.Assassin's Creed IV put you in the shoes of a pirate trained by the Assassins Edward kenway father of Haytham kenway and Grandfather of Connor kenway(Ratonhnhaké:ton) and his ship The Jackdaw.

"He's a fearsome dog that feeds off trouble and turmoil... I've seen him clear the deck of a Spanish galleon like it were nothing. Fighting like a devil, dressed as a man."

―Blackbeard speaking of Edward Kenway

Edward joined the British Royal Navy early in his life and, once accepted, found himself stationed in the West Indies. However, a quick end to the war and the promise of gold, glory and fame eventually seduced him into a life of piracy; it was during this quest that Edward first encountered the Assassin Order, and became embroiled in their struggle.

This time the naval battle are amplified,how you ask?.Well you can let go off the wheel anywhere inthe middle of the sea jump where ever you want go where ever you want.Find treasures,hunt sharks or plunder ships for rums and many valuables.And the new under water treasure hunt experience will be very wonderful and you can also make your own fleet by plundering ships you have a choices to make like take the crew members of this ship or send this ship to your fleet.

Black Flag doesn’t have a single landmass, however: it has an archipelago, and rather than swinging through foliage or galloping on horseback, this is a place you explore from behind a ship’s wheel. The Jackdaw, Edward’s vessel, lies at the very heart of Black Flag, and you’ll use her to voyage around the 50-something unique locations that make up Ubisoft’s Caribbean.“It’ll be the most different Assassin’s Creed game in terms of world structure,” says creative director Jean Guesden. “We’re not dealing with a few large maps, but with one gigantic hub. You can go wherever you want with your ship and explore these locations.” He goes on to promise a sprawling list of environments: “There’s our cities: Havana, Kingston, Nassau. There’s fresh settings, like the fisherman’s villages; there’s plantations obviously, they were a reality of that time. There’s hidden coves with treasure, jungles, Mayan ruins, and obviously a lot of tropical islands – we’re in the Caribbean.”

Don’t expect to sail around the West Indies unaccosted, however, like some pensioner on a cruise. Rival pirates, not to mention the British, French and Spanish navies, will be patrolling the waters. These serve as organic barriers to your exploration of the islands: the plunder you take from defeated foes can be used to upgrade the Jackdaw and enable you to take on tougher opponents. “This big loop… this is how we want players to see the world and progress through it,” says game designer Ashraf Ismail.

Assassin’s Creed III’s naval battle system managed to convey a surprising amount of weight and drama despite its relatively simple mechanics. Black Flag will add all sorts of rigging to that fine vessel. “Game progression is something we’ve worked on a lot,” says Ashraf. “Traditionally in Assassin’s Creed the enemies were human, and so it’s actually very hard to give challenging progression. But because ships are inanimate, we can always have more cannons, more hull for defence, new abilities.

“Plunder you take from defeated foes can be used to upgrade the Jackdaw"

One of the many feature added by ubisoft is Free aim system rather than automatically AI selected targets now,you can use free aim to hit you enemy directly on the head or incapacitate them by shooting them on the leg or disarm them by shooting on the arm.and if you are a cowardl\ily one you can use free aim to shoot you enemy from the safety from your ship.

And as most of the Assassin's creed series this game will also be based on the historical facts about the pirates and the Caribbean.

You must have played fighting games like,Street fighter,tekken and Mortal kombat these were very popular games.But when it comes to a fight between superman and batman,the two god like super heroes you look up to the likes of Justice League Task Force and Mortal Kombat vs. DC Universe these games has done no favors to DC at all.But when it comes to Injustice: Gods Among Us the latest fighter from the house of Mortal Kombat, aims to break this combo with a fighting system that builds upon the lessons of MK, while also introducing a few new tricks and these are no tricklike super kick or supe punch like the are super heroes we are talking about people,Super man using his laser eyes,Flash faster than ever.If you are familiar with Mortal Kombat you are going to feel right at home in injustice.Character movement has that same deliberate, staccato style that's distinct from the fighting genre's Japanese-developed counterparts. That style feeds into the satisfying weight and brutality of each attack, whether it's Bane breaking you over his knee or Hawkgirl taking her mace to your face. Controlling these characters feels powerful, and the destruction you bring upon your opponent and the environment add excitement to each fight.

While MK and Injustice have a similar feel, their underlying mechanics are very different. Injustice has three attack buttons and a special trait button. Whether it's flight, healing, or a simple strength boost, these traits are unique to each fighter and play into their particular abilities and histories. The distinctions are clearly apparent, and don't just boil down to slightly altered punches and kicks.

Clashes are another interesting mechanic. When activated, they instantly interrupt a combo, and then both players secretly spend an amount of their super meter. If the fighter who initiated the clash spends more, he regains health proportional to the amount spent; otherwise, he takes damage proportional to what his opponent spent. Clashes can be used only once per round, per character, and only if the initiator is down to his second health bar. The threat of a clash adds an interesting dynamic to the back half of a fight. It forces you to constantly reevaluate how much meter to save and spend based on what your opponent has stored.

And talk about super-attack every character has one,Yes, you heard me right every super-heroes and every super-villain has a ultimate attack and you can also stage objects as weapons,if powerful as super man can throw cars and if weaker than simply use any sign board as a baseball bat to hit an enemy.These attack does not depend on how much power you have got but when do you trigger the attack which the attack should rightly timed and the player should know which object to use its not like you are super man so you can throw a building on your enemy.

The story in Injustice--while grand in scope--is also full of shortcomings. This lengthy tale presents a world where Superman has reached his limit after being tricked into murdering his pregnant wife and unborn child, thereby triggering a nuclear bomb--which was linked to Lois' heartbeat--in the center of Metropolis. It is a premise so ridiculous it borders on parody, but it's presented in all seriousness. The cracks quickly begin to show as this narrative labors under the weight of finding new reasons for characters to stand around punching each other. By the end, you're left wondering how the game could treat this cornball story with such unblinking reverence.

If you are new then you will find the injustic's educational options dissapointingly sparse.The tutorials runs the first time fighters only through basic trainings mean you have to find your own way to the top. The S.T.A.R. Labs missions, Injustice's version of MK's challenge tower, offer some character-specific instruction, but are more of an enjoyable distraction than a way to prepare for real combat.

Online, Injustice offers the basics of player and ranked matches, along with the option to practice online with a friend. Player match options let you fight one-on-one, in a king-of-the-hill style or a survival mode. Unfortunately, replay support is a glaring omission. While players in the same lobby can spectate matches, there is no way to record and replay other fights. Replays can offer fantastic insight for players of all skill levels on how to play their favorite fighters, but their absence further compounds Injustice's educational deficiencies. Matches against opponents within a three- or four-bar connection range run without serious delay. However, falling below this connection range can cause some noticeable lag between inputting a command and having it appear in the game.

Injustice: Gods Among Us is a hard-hitting fighter that plays to the hardcore crowd. Its creative use of background objects coupled with satisfying fighting mechanics make it both fun and distinct from it contemporaries. But for newer players, the minimal instruction modes and disappointing story provide little incentive for your sustained interest. And the absence of replay support is a loss for everyone involved. Injustice is an enjoyable fighter but as a whole, the package is found wanting.

Three years ago Mercurysteam surprised many people with the realease of Castlevania:Lord of shadows.It borrowed many aspects of the popular video games like Shadow of colossus and devil may cry bundled with fascinating charachter and intruguing storyline, Castlevania: Lords of Shadow almost became the best action-adventure game of 2010.Previously a console exclusive,konami dicided to launch it on pc and in august,2013 it was released wnder the supervision of climax studio.

Castlevania: Lords of Shadow tells the tale of Gabriel Belmont and how far he will go to resurrect Marie, his love and life. Gabriel’s tale is told with a heavy emphasis on the battle between good and evil. He faces off against the three Lords of Shadow as he fights to obtain a mythical mask through which he can bring back his deceased wife.On your journey you will meet several other characters that will either help Gabriel or manipulate him into doing something heinous. The plot is one of the most influential factors in giving impetus to the gameplay and it makes sure that the player will remain engrossed for the fifteen hours or so that the game lasts.

"The console version of Castlevania: Lords of Shadow was marred by sluggish frame rates and bland textures. However, the PC version runs at a slick sixty frames per second at a glorious 1080p resolution."

The enemies in the game are quick witted and even though they follow a linear approaching in taking out our hero, they are still a worthy opponent nonetheless. However the real meat lies in the boss fights, not to mention the massive Titans you will face in the game. Anyone who has played Shadow of the Colossus will probably appreciate the uncanny resemblance but for some reason I found the Titans in Castlevania: Lords of Shadow to be much bigger in scale and scope compared to the colossi.

However taking them out is not really arduous as it involves using your combat whip for climbing on these giants, some underwhelming quick time events and smashing their weak points. You will also end up facing off against the three Lords of Shadow and even though they’re not as seemingly daunting as the Titans, they’re still formidable opponents.

The console version of Castlevania: Lords of Shadow was marred by sluggish frame rates and bland textures. However, the PC version runs at a slick sixty frames per second at a glorious 1080p resolution. Couple that with high resolution textures and you have the ultimate Castlevania game that fans have yearned so long for. The voice is acting is admirable with notable performances from Robert Carlyle and Patrick Stewart voicing Gabriel and Zobek respectively. The voice of Gabriel immediately connects with the player, depicting a sense of desperation and innocence at the same time. The game also comes packed in with downloadable content packs Reverie and Resurrection and although they are underwhelming, they still manage to add a bit of back story to the twisted ending of the game.

Someone might rightfully debate whether Castlevania: Lords of Shadow is an original game in itself due to the fact that it shares so many ideas from similar games in the genre. But given that the game executes them all together in a masterful way, Castlevania: Lords of Shadow is in a league of its own. It is easily one of the best action adventure games ever made and a timeless experience that you owe yourself to play.

FOR:

Immense sense of scale, Epic boss fights, Great storytelling and a long single player campaign.

AGAINST:

The DLC still feels underwhelming, lots of emphasis on quick time events.

The consistent thrill of Saints Row IV is how it constantly, eagerly, happily, accommodatingly asks you “Hey, how do you want to break the game now?”. And for a game so colossal, so occasionally dumb, so often colossally sharks-with-laser-beams-on-their-heads-that-can-also-breathe-fire-and-fly-and-turn-invisible-and-you-can-even-ride-them dumb, what an incredibly smart thing to do with an open world, a franchise, and a story.Saints row IV gave us a wonderful experience playing it,The aliens,The madness of saints Row III +some ******* super powers. With the addition of powers like speed running up walls or super jumping tall buildings in a single bound (literally), Steelport becomes a concrete jungle gym for your character to explore every inch of, be it at street level or atop towering skyscrapers. It also means that new gameplay types are opened up.One of the new additions to the activity roster is a challenging climb to the top of a tower - similar to Assassin’s Creed’s viewpoints or Far Cry 3’s radio towers. While one might not immediately associate a game like Saints Row, the new powers of super-speed and (almost) flight make it a less jarring addition than you might expect. Jumping and wall-running your way to the top of these structures is not only satisfying and fun, but also helps you take over more of the city and upgrade your superpowers so you can jump higher, run faster, and nut-punch aliens further into space,well sound like Alex mercer to me.

But for all its excess, this is still a game that knows what makes it good. The weapons, the cars, the homies, the writing, the characters, the humor, and most of all the unparalleled self-awareness. Saints Row IV knows, for instance, that I miss Freckle Bitches. It knows why we think Keith David is cool. It knows obvious jokes are obvious. It knows you have more money than you can spend so, oops, no you don’t, but look what this awesome thing is you now have instead. It knows geography and geometry and jumping and driving and minigames and power curve fantasies. It knows you’re just as likely to be some fat dude with a rainbow afro as a hawt chick in a skintight superhero outfit talking with Nolan North’s voice (I was constantly surprised at some of the places Saints Row IV managed to integrate my character choices). Saints Row IV knows. It has read your lips and acquired sentience and activated Skynet and paved the way for a Vogon hyperspace bypass and greedily swallowed both the red pill and the blue pill before Morpheus could explain that it was supposed to just pick one. Rabbit holes, worm holes, black holes, inverted sinkholes drinking rubble into the sky. It’s all good. Now let’s play this song we licensed from the 90s that you can’t remember the name of, but you sure do recognize the tune. Saints Row IV knows you as well as it knows itself.

As,for the gameplay Saints row IV,I think is it’s Saints Row meets Crackdown and Prototype and MMOs and the worst bits of Mass Effect rightly ridiculed. It’s full of progression and upgrades and skill points and character relationships and all the necessary trappings of open-world gaming, peppered generously throughout the world, but this time more carefully calculated to guide you through them if you’re not the type to just stop and do them just because. Now you’re doing activities in the service of caring about characters, who have become a strong point in the series and an important way Saints Row stands apart from other open-world games that aren’t called Brutal Legend.Many features had been added to saint row IV that spearates it from other MMO's.

Customization is King

A staple of the Saints Row franchise has always been its deeply customizable game worlds and character creation systems. Players can craft perfect replicas of themselves, or go full-on Dr. Frankenstein and create a hideous abomination with which to terrorize the citizens of Steelport.

The customization features in Saints Row IV are no different, and introduce new options to truly let your imagination run wild. Want to wreak havoc with Han Solo’s signature blaster? Go ahead. Or maybe you’d prefer dual-wielding nail guns as you escape the cops – the choice is yours. While the weapons you can equip all have the same basic classifications (Heavy Pistol, Light SMG, etc) and upgradable stats, each weapon category comes with several different skins and variations for you to choose from (So far our favorites around the office have been Mal Reynolds’ sci-fi revolver and the Colonial Marine pulse rifle).

Unfortunately, the nature of the game demands that certain aspects of the previous customization systems be removed (we can't say too much without spoiling anything, but know that it does make sense within the game), and so players are no longer able to customize their hideouts, cribs and safe houses - which is a shame, considering it would be great fun to put stripper poles all over The White House.

More Challenging Gameplay

Many of the activities from Saints Row: The Third return for this sequel, including fan-favorites like Tank Mayhem and Insurance Fraud, but in this iteration players will find that the activities are far more challenging. For example, when ragdolling around in SR3’s Insurance Fraud minigame, the average score needed to pass the activity on its hardest difficulty was $450,000. Now, with the addition of superpowers that allow you to hurl yourself into buildings at super-sonic speeds, the lowest score needed to pass the challenge on easy is a whopping $300,000 – which means you’ll need to practice flinging yourself across Steelport for a while before completing all three tiers (bronze, sliver and gold - also a new addition) of all the different activities.

No Respect

In former Saints Row titles, you needed to gain the respect of your crew and the people of your city before you could tackle more of the game’s story missions. While this mechanic is still present, ‘Respect’ is now simply referred to as ‘XP.’ While some may say it’s better to call a horse a horse, the lack of an actual Respect-O-Meter makes SR IV feel somewhat less ‘Saints Row’-ey.

No More Factions

Another franchise element that isn’t making a reappearance in Saints Row IV are the multiple factions you’ve had to face off against in previous titles. Instead of being embroiled in turf wars with three rival gangs, the Saints now face only one enemy. You’ll still have to complete missions and activities to wrestle territories out of enemy hands, but gone are the three-way battle-royales of the past titles in the series.

Downloadable Cars

he fact that Saints Row IV takes place almost entirely within a computer simulation allows players to take advantage of some shortcuts that will undoubtedly make their lives easier – the most notable of which is the ability to instantly save any vehicle you’re in for later use. Instead of sneaking into a military base, hijacking a tank, and racking up millions in property damage while you transport it back to your hideout; you can now hop in the driver’s seat and “upload” the vehicle to your virtual garage, then “download” it later to wherever you happen to be on the map. It’s a handy feature that will truly allow players to get the most out of their time in Steelport 2.0.

Saints Row has always been synonymous with “insanity”. Whether it was using a septic truck to cover a city block in sewage in SR2 or participating in Professor Ghenki’s Ethical Reality Climax in The Third, the ridiculous activities and side missions have become expected for any entry in the franchise – and Saint’s Row IV doesn’t disappoint. The optional activities found in SR4 take the fan favorites of previous titles (though sadly Septic Avenger hasn’t appeared in the last two games) and cranks them up to 11. Mayhem, where players earn cash and experience for destroying as much of the surrounding area as possible, now puts you in the cockpit of UFOs, hover tanks and warrior mechs. Prof. Ghenki makes a return, only instead of navigating his torturous mazes you now use telekinesis to catapult cars, tanks, and innocent civilians through specific targets. The new variations on old game modes take what players loved about the original versions and, as has become tradition for the Saints Row series, makes them more ridiculous, more challenging, and most importantly, more fun.But,The consistent thrill of Saints Row IV is how it constantly, eagerly, happily, accommodatingly asks you “Hey, how do you want to break the game now?”. And for a game so colossal, so occasionally dumb, so often colossally sharks-with-laser-beams-on-their-heads-that-can-also-breathe-fire-and-fly-and-turn-invisible-and-you-can-even-ride-them dumb, what an incredibly smart thing to do with an open world, a franchise, and a story.